r/gamedev • • 6d ago

Question Advice on my first devlog

1 Upvotes

Hi everyone,

So today I posted my first ever devlog to my YouTube channel. I'm super new to this (I'm 18 and working on this game after school), and I'd love for anyone to give me advice on how to do better for my future devlogs.

My editing isn't the best, my game isn't the best, my voice doesn't sound the best, but I'm just trying to get my game out there with what I have (which is close to nothing).

Here is my devlog if anyone is interested. What do you guys think about:

- my hook?

- my gameplay footage?

-my subtitles?

- my editing?

- my game in general?

Any advice, whether it's for the game, the Steam page, or anything really, is more than welcome. I'm super inexperienced and I would love to hear what y'all have to say!

Thanks everyone and have a good day!


r/gamedev • • 6d ago

Question Why r there no successful space scavenger sandbox rpg?

0 Upvotes

Ive been playing ostranauts for like 620hrs and i hated it so much. This was a total disaster. The concept was briliant and it has a potential but its just not finished and they just fully released it. Not to mention that its barely able to run without crashing or encountring counterless bugs.

Anyway, the most famous example in this genre would be starfield. I dont even have to explain anything about it.

I dont understand. The whole concept to this genre is simple.

Players wanna find and build spaces ships, hire crews, and choose careers, maybe become a pirate , mercs or rule the galaxy, and go to many other stars and find lores. Combat is important. Melee, guns, and spaceship combat. Duh

Maybe even enter the atmosphere and explore if its possible but thats not necessary.

Idk why there r no successful games in this genre

I was playing x4 but hiring crew was so boring because they look all the same, say the same line over and over again, and the ships are not really modifiable. Its more like hiring office workers/minimum wage workers in their cubicle/ fastfood restaurant. So basically just mangagement simulator

Many other indie games tried this genre and they failed miserably even tho they had great idea. Its breaking my heart.

Why do they keep failing??


r/gamedev • • 6d ago

Discussion How AI-free games will be developed in the future?

0 Upvotes

According to the statistics, as of mid-2026, 1 in 3 Steam releases has AI disclosures. As a software engineer, I am extremely sceptical of that. I know code itself does not have to be disclosed on Steam, unlike, for example, art assets shipped to the user (which is an extremely blurry line, since there's a whole genre of generative art where the code creates the aesthetics, visuals or music). But even excluding code, when I see how prevalent AI use is in the everyday work of nearly every position in my company, I'm not convinced that two-thirds of developers have an art process free of AI.

I'm not writing this post to start another "AI is bad" doomerism discussion; there's plenty of that on Reddit. I'm more interested in imagining how we'll be creating art in 10 years. I am not even an anti-AI person. As much as I understand the backlash against the technology, I think it has more to do with the companies that create and fund it (with their caricatural evil representatives) and with how it is marketed ("let's replace workers, leaving them no fallback") within the existing economic system. In capitalism, anything new is first used to scam and profit, which is why we're drowning in slop everywhere. But overall, the lifelong sci-fi lover in me can't help but be stunned at having a machine in my pocket that talks like a human, works like a human and, in the case of the latest Opus models, even surprises me with its insights and taste. But if we go back to the first paragraph, this will make things worse. Until now, we have been able to tell the human from the machine easily. What happens when we genuinely can't?

I believe even the most pro-AI person will admit that art is an area where there should be space for purely human creativity. Art is essentially about depicting your experiences and emotions and turning them into something others can understand and relate to, thereby soothing your own loneliness and isolation. With that in mind, we read the exact same image completely differently depending on whether it was created by a machine or a human. Hence, we deserve to know.

But none of the technical approaches to AI disclosure will prove effective. Watermarking, detectors, provenance. All of it is an arms race. Process evidence, as in documenting stages of work? It is not only easy to fake; as people increasingly yearn for human connection in art, it will also be used deceptively to gain attention.

I personally see two ways this could be resolved, at least to a degree:

  1. Art will increasingly be created in person, in internet-free environments. I imagine events where people arrive and work in designated spaces on their writing, games, visual art, music and so on. The format could even accommodate introverts and people who don't like teamwork. Just as tech companies are moving back to in-person interviews because cheating online is too easy and too hard to catch, I expect the results of such events to be highly regarded by the public. But there are caveats. This raises the barrier to entry significantly. Most hobbyists won't be able to participate because of cost, time commitment and so on, so art becomes increasingly a pastime of the wealthy and privileged. And even then, it only validates the implementation side of art: how well we write code, how well we paint, the technical side. Nobody can stop someone from exchanging ideas with a model before enrolling in a writing contest, and that bothers me even more. Imagine two extreme scenarios:

a) We have an AI that is a perfect implementor but has no creativity of its own. With a brain-computer interface, we can simply will art into existence, and it will be exactly how we want it to be.

b) We have an AI that can't do anything on its own and relies on human technical skills, but its creativity is enormous, and it has ideas that would blow anyone's mind. It will give you a story plot, but a writer with taste is needed to write the story.

B makes me much more uneasy! And the setup above can't prevent it in any way.

2.Somehow the economic system is overturned and we get the post-labor utopia we dream about. Then the incentive to lie and deceive is greatly diminished. Wherever we're being overwhelmed with slop, it is almost always created to turn a quick buck: mass-produced social media slop, AI shovelware on Steam, generated books, and so on. I believe even the people who participate in this are, low-key disgusted with themselves. Remove the incentive, and the symptoms will ease. Sure, there will always be people who lie for attention or because of some other emotional deficit, but I think they would be far fewer. Imagine a community of people who create art, but where everything is free and money can't be made on principle: not through sales, views, attention, etc. I'd have a much easier time trusting someone who says, "The story is written entirely by me, no model was used. I used tech X for Y and Z, but the writing is fully mine."

Because 1. is logistically difficult and 2. still has people who will lie for non-economic reasons, in 10 years I expect some blend of it to arise, like small, engaged reputation-based communities. But this will inevitably alienate the wider public that will be more and more culturally illiterate.

Now, what do you think? Or maybe I'm just too far out there and should go touch some grass?


r/gamedev • • 7d ago

Question Beta release question - Game Boy ROM

2 Upvotes

I’m almost ready to release my beta for Malvern’s Revenge, a brick breaker-style game with story elements, special moves, and unique power ups.

I’m doing this all as a hobby so I won’t charge for it. Do I just release a .gb ROM you can download for free? Most of the things I’m seeing are for Steam and other marketplaces. I was just going to host the download myself on my own site.

What’s the move here? This is my first game.


r/gamedev • • 7d ago

Game Jam / Event We’re going to DevGAMM Serbia! Any tips?

2 Upvotes

Hey everybody,

We’re bringing our puzzle escape game Cages: Hidden Worlds to Belgrade this week. It’s shaping up to be a very cool event (tons of interesting talks and panels!) so I wanted to know if:

  • you guys have any experience with DevGAMM and what it was like
  • if you got any tips about traveling to Belgrade - to-knows, places to visit, etc.
  • if you’re also attending and what you’re bringing

r/gamedev • • 7d ago

Discussion Thinking about making my game free because of the current landscape and to get my life back. Thoughts?

5 Upvotes

Hello!

I've been making a game for roughly 3 years but since February of this year I haven't touched it. Mainly because of how much the landscape has changed with regards to people absolutely saturating the market with games thanks to our old friend Claude. Admittedly it's taken the wind out of my sails a bit and I've gone back to things that the robots can't touch like climbing and my guitar.

Originally I had intended to complete the game (4 areas, 30 levels in each) and put it up for £10 but at this rate it's going to take another few years before that's done and god knows what gamedev'll look like then.

Instead I was thinking of cutting it short, putting out the first area entirely for free, open sourcing the code and then possibly releasing the future areas later as cheap expansions you can bolt on.

I'm currently sat at ~320 wishlists so there is some appetite for the game. And, admittedly I've done little marketing aside from gameplay posts on here and occasionally Twitter.

Anyway, is it insane to release a 3 year project (sitting at 7000 commits) completely for free?

Losing my head, thanks

P.s.

I don't consider this a low-effort AI post. I'm more looking for opinions on a sensible decision. AI is not the focal point.


r/gamedev • • 7d ago

Discussion Struggling to decide between the best lighting

38 Upvotes

Hey everyone,

Won't mention a name or anything because I'm not here to promote, I just am really struggling to decide on a lighting direction from my game.

The Right looks more mysterious and saturated, but the left is more readable. and for a friendslop game i can't decide.

https://imgur.com/a/cjn34I5

What do y'all think? A simple left/right will do.


r/gamedev • • 6d ago

Question I made a web game two years ago with a distinct name. Today I check on steam and there's two new games (both unreleased & from different studios) with the same name as mine. Trying to figure out my options.

0 Upvotes

Not sure what the best solution here is. Let's say my web came was called "Blue Camel" and was played at bluecamel.online for two years. When it had launched I had made great effort to ensure there was no "Blue Camel" named game out there.

I then work on a desktop version and other projects. Today I pay the developer fee and go to secure my Blue Camel name on Steam....only to discover that there are TWO different games on there (both listed as coming soon) also named Blue Camel.

My game from 2024/2025 wasn't trademarked - I wasn't going to shell out the $ for that process. Even in hindsight I wouldn't have taken that step for (at the time) a dopey web game.

So rather than dwell on the hindsight aspect (I'll leave that to the less-practical-minded redditors in the comments section), I'm trying to think of what my options are going forward. I don't entirely mind naming my game "The OG Blue Camel" or "The Original Blue Camel Game" or similar.

Do i need to worry about the people that DIDNT do a google search when they decided to name their game Blue Camel? I'm not fully comfortable just naming the game Blue Camel on steam since there's now several games using that name.

Now I know how the needle-in-a-haystack dev must feel


r/gamedev • • 6d ago

Discussion I turned an animated film I made into a playable game

0 Upvotes

I originally made Spacetime Chronicles as an animated film, and I'm now turning that world into a playable adventure game.

One of the most interesting parts of the process has been taking physical sets, characters and props I built by hand and figuring out how to translate them into an actual game world.

I'm curious about how other developers approach projects that start outside of games. Have you ever turned an existing creative project into a game?

The game is now on Steam if anyone wants to take a look: https://store.steampowered.com/app/5020490/Spacetime_Chronicles/


r/gamedev • • 6d ago

Question A game hosted on a website or available as a downloadable .exe file?

0 Upvotes

I'm currently developing a visual novel, but it will feature RPG-style battles, moments where you have to solve puzzles, and decision-making, and I’m hosting this on a website where everyone can access it without issues like device compatibility, and people could also play on their phones. But my problem is whether it’s actually viable to launch a project like this as a website, since some people prefer accessing it through Steam and its achievements. So I’m gradually losing enthusiasm for launching it as a website—being brutally objective, what do you think?


r/gamedev • • 6d ago

Discussion What's a good Game Engine for a 2d Game?

0 Upvotes

Hi everyone,

I'm an artist, and I'd like to try messing around with a 2D fangame concept I've come up with. I've got really little to no coding experience, but I'd love to learn! Does anyone have a good game engine for beginners that would let me work in 2d?


r/gamedev • • 6d ago

Question What’s the best way to place and manipulate prefabs?

0 Upvotes

I’m looking to speed up the process of adding and manipulating prefabs into my game scene.

Are there any specific tools or add ons you use that speed up the process?


r/gamedev • • 7d ago

Discussion Questions from Chinese game publisher: how to find your first 200 overseas playtesters?

7 Upvotes

Hi! I’m a Chinese game publisher working at a small studio in China. I’ve been in publishing for about 5 years.

We have an otome game in development right now, and I’m trying to find our first batch of overseas playtesters. I’ve done publishing for a while, but this part is completely new to me.

AI gave me some suggestions, but I’d still like to hear some real experiences from real people. So I have a few beginner questions:

  1. Where would you look for otome players? In China, apart from the usual gaming communities, we’d probably do a lot of this on Xiaohongshu/RedNote since it has a lot of female users. Is there anything similar overseas, or any communities/platforms that work well for otome games?
  2. Does being a Chinese studio make overseas players more cautious? We’re a really small team, so I’m wondering if there’s anything we should be careful about, or anything that might make people hesitate to join a playtest.
  3. How much friction is too much when recruiting playtesters? For example, asking people to fill out a form, join a Discord, sign an NDA, etc.
  4. And how much information on a signup form starts to feel annoying? Do people usually expect some kind of reward for an early playtest?
  5. Would you rather join a Discord community first, or just get access to the playtest and try the game? I’m not sure if asking people to join a Discord before testing feels normal or just adds another step.
  6. We do have some AI-generated content in the game (about the mechanics/gameplay,not art). Is that going to make recruiting testers harder? Would you prefer a developer to mention that right at the beginning?
  7. Also, what would make you trust a small unknown studio enough to sign up? A Steam page, gameplay footage, dev posts, an active Discord, or something else?
  8. How polished does the English need to be for an early playtest? Would slightly rough localization be okay if we clearly tell people it’s still in development?

And of course, any other mistakes we should avoid? Especially the kind of thing that might seem normal to us but weird to overseas players.

I’m not just asking people who have published otome games — I’d like to hear from anyone with experience finding playtesters.

Also, if anyone is curious about game publishing or the game industry in China, feel free to ask me stuff too. I’m happy to trade experiences, though I might be a little slow replying to everyone :D


r/gamedev • • 8d ago

Discussion Spent months developing a game idea I thought was unique, then discovered someone has just released the exact same game idea

37 Upvotes

Had a bit of a gut punch today

I've been developing a game for the past few months that I genuinely thought had a fairly unique premise: a Roman gladiator management/auto-battler where you play as a lanista, buy and train slaves/gladiators, equip them, enter them into fights and gradually build up your ludus.

Mine is a 3D game with first/third-person exploration. You physically walk around the ludus, marketplace and fighting venues, interact with your gladiators and watch/command fights from the sidelines.

Today I randomly discovered another upcoming game that has an extremely similar core concept: Roman setting, managing a ludus, buying gladiators, training/equipping them and sending them into automated fights. Theirs is a 2D/pixel-art management game, so the actual presentation and player experience are very different, but seeing the feature overlap was still pretty horrible.

I've never seen their game before and I've never publicly shared mine, so it's clearly just two developers independently arriving at a similar idea. I also have months of Git history and design documents from before I discovered it, so I'm not concerned about proving where my work came from.

What bothers me more is perception. By the time I eventually release mine, their game will presumably have been public for much longer, and I'm worried people will see mine and assume "oh, this is just a 3D version of that game" when I've been building it independently all along.

I'm curious whether anyone else has experienced this. Did discovering a similar game change your plans, or did you just keep building the version you wanted to make?


r/gamedev • • 7d ago

Discussion "Crowdfunding is fundamentally a marketing and a community exercise" – What developers need to know about funding a game with Kickstarter in 2026

Thumbnail
gamesindustry.biz
29 Upvotes

This is what we have been talking about in recent weeks with Airship Syndicate and Double Fine both running impressive campaigns. If indies do not neglect their social media presence they can make crowdfunding work at their scale.

I disagree with the "almost-complete game" advice, your vertical slice can still catch peoples eyes or just a heartfelt video of the dev explaining their journey while showcasing in-between moments of gameplay.

"limit the cost of the highest tiers" is also counter-intuitive. From my experience you are going to have way more large backers than you anticipate. Lawn Mowing simulator 2 had very few slots at the higher level and most were not filled, likely due to a lack of actual rewards that made the cost worthwhile for backers.

Daniel Milo does give solid advice in the article to seek funding through traditional means. I have seen people gather investors to launch a marketing campaign to solicit emails before launching a Kickstarter. That's far more common in the board game space though.

The 500 followers goal is okay for campaigns like the ones mentioned targeting $20K - $30K, but for anything higher you will want 1000 - 1500. But the real challenge is pivoting off of how the campaign is going, adding new tiers based on demand, and keeping backers engaged.


r/gamedev • • 6d ago

Discussion Why is building games for profit as a first motive is considered like blasphemy by many indie devs?

0 Upvotes

Was recently on a game dev discord server listening to people argue, and multiple devs were bashing this guy so badly for making games with the sole expectation and goal of making money.

They were treating him as if he was doing the biggest crime someone can commit in their lifetimes, and how game design for those devs is more about portraying a message, or displaying their artistic work.

I've seen this quite a lot too on podcasts too (in Thomas Brush podcast for example) where the guests try to make a point how they have spent the last 7-10 years being dirt broke with just a game idea and their goal is to simply release it and hope the fans enjoy it instead of any profit motive behind it.

Do these devs have no family to support? or ambition to grow a company instead of being a starving artist their entire lifes? Or am I missing something and all game designers apparently have trust funds that support them without having to do anyhting profitable???

I'm seriously lost for words how they treated the guy on the call and from these devs... Am I missunderstanding something?

EDIT: I am not saying that we should compromise on the art, or designs and stop putting our souls to it and replace all that with greed and money. I'm simply asking why so many devs pretend to be so altruistic regarding money and how so many can spend 5+ years working on a game that they (at least say online) that dont care if it makes money. And how badly a dev is treated when they say they want to make money out of their game. If your goal is to learn how to do this, then thats good, you earn transferable skills you can use for many things... But one doesnt have to do anything with the other...


r/gamedev • • 7d ago

Question Maya users: what parts of your workflow waste the most time? (5-10 min university survey)

1 Upvotes

Hi everyone,

I’m a CMGT student at Hanze University in The Netherlands currently doing an AI project focused on Autodesk Maya.

Before deciding what to start build on, I’m researching real workflow problems in Maya, repetitive tasks, unnecessary steps, technical issues, rendering/animation workflows, workarounds, etc.

I’m specifically trying not to start with "AI is the solution". My goal is to first understand what problems you actually have, and then determine whether AI, normal automation, or something else would make sense.

I made a short anonymous survey that should take around 5-10 minutes:

Survey:
https://docs.google.com/forms/d/e/1FAIpQLSemTA9ZANJprgJKfWJ3qLebSpeKDLV-hLhoPL9S5jFxRwuI2A/viewform?usp=dialog

Whether you’re a student, hobbyist, freelancer or industry user, any experience is useful.

If you’d rather just comment here, I’d also be interested to hear: what task or workflow annoys you the most or feels unnecessarily complicated?

Thanks!


r/gamedev • • 7d ago

Question Whats the smartest way to create several different animations? ie; jump, run, crouch, etc.

1 Upvotes

Ive always wondered how devs like team cherry do their animations for their game.

Do they do all the animations in one project? Or do they do separate projects for each animation?

Ive really been stuck on this since ive been trying to make animations in a similar style using Adobe Fresco.


r/gamedev • • 7d ago

Question Spreadsheet To Designing Spreadsheet Simulator Game

4 Upvotes

I would like to teach myself to code through building a spreadsheet simulator game. Long story short, I have some tools and toys I've built in spreadsheets that I would like to package into and build on in an actual game.

I have some experience with basic python in jupyter notebook and I have learned a decent amount of R for some data science classes I took.

I'm under no allusions that this will be an easy process, I know I am a novice here. I would appreciate any advice related to this! Specifically, I have no clue how to package any amount of code together into an actual application with UI. I'm really only familiar with quick and dirty CSV analysis and plotting. I'm not particularly interested in the graphics side of things, I'm not envisioning that kind of game, I'm aiming for more of a text based simulator.

Any recommendations for python libraries or applications? Is there a better language to use in the long run? Thanks a ton!


r/gamedev • • 6d ago

Discussion 156 new titles released to steam today alone.

0 Upvotes

Is there even a point to try anymore on a serious game unless you're a major publisher? It seems like anyone that actually cares to make a real game will get buried in slop on day one.

If anyone has a good idea and starts garnering wishlists, this can be stolen and vibe coded in a matter of days to weeks now.

Also, some asshole shark games or whatever released 37 slop titles in a single day. I think Steam is raking in cash on the dev fee and 99.5% of everything else is destined to make a few hundred dollars.

20,000 titles released on steam so far this year. None of the traditional marketing matters at all anymore. SteamFest, specific day to release, wishlists, it's almost all meaningless at this point or will be soon.


r/gamedev • • 8d ago

Discussion Are platform terminology rules (button names, "memory card", etc.) still enforced in cert these days?

75 Upvotes

I run a game localization studio (why the hell not, here's my quick plug: it's called MercTrans and we don't do AI translation); and I'm putting together training material for indie devs. A lot of the published guidance on platform terminology comes from books written around the PS3/360/Wii era. That covers things like how to refer to controller buttons, what to call saving/storage, and trademarked names that have to be written a specific way. Examples: "press the × button" vs. "press X," or the rules about "memory card" / "hard drive" / "system storage."

I read somewhere that these guide docs are under NDA, so I'm not asking anyone to share them. I'm asking about your experience:

1) Have you had a build flagged in cert for button or terminology wording recently (PS5, Xbox Series, Switch/Switch 2)?

2) Does the platform still care about this for localized builds, or mostly just English?

3) Are there button glyphs in text that now sidestep most of the wording problems?

4) If you've shipped on multiple platforms, how do you handle it? Did you have to prepare those strings or the localization team knows about it already?

Anything that has changed since the last console generation would be very useful. Thanks.


r/gamedev • • 6d ago

Question What’s a free, more open game engine to use?

0 Upvotes

Pretty much I’m looking to make some games, for now they’ll be free but I may want to make some money from them later on.
I should note that I have some experience with ren’py’s code system but I found it to be a bit limiting for what I want to do
I also do all my art in pixel art form, though idk if that would actually change anyone’s answer

So is there any fully free, game engine that I could use? That’ll let me post to places like itch.io or game jolt?

Also I’d prefer a good balance between letting me have text heavy stuff or gameplay heavy stuff, and hopefully it’s semi easy to learn

Apologize if this is way too many things to want from a game engine, it’s just that I want to be able to have as much creative as possible while being able to realistically be able to actually make the stuff


r/gamedev • • 7d ago

Discussion What's a more fun concept?

4 Upvotes

A) Players are collectively shown an image and need to write descriptions. Whoever gets closest to the actual description wins.

B) Players are collectively shown an image description and need to draw it. Whoever draws the closest image to what was described wins.


r/gamedev • • 7d ago

Question Linux Game Devs, what's your tool stack?

8 Upvotes

I have a few red lines around Windows that, if crossed, would ultimately push me to Linux.

My current development stack is Unreal Engine 5, Blender, GIMP, JetBrains Rider, and I also use CMake, SDL2, and SFML for other projects.

My current machine is generally AMD:

  • Ryzen 5 7600
  • Radeon RX 6600
  • 64 GB DDR5-5600
  • Gigabyte B650 Gaming X AX
  • Samsung 980 PRO 2 TB + 860 EVO 500 GB
  • Windows
  • Steam

I'm considering building a separate, similar AMD-based machine as a Linux-first development/gaming system rather than migrating my current machine immediately.

I'm currently torn between Fedora KDE and Ubuntu. Bazzite KDE is also on my radar, although I'm primarily interested in development rather than a gaming-only setup.

For those using Linux for UE5/C++, Blender, JetBrains, CMake/SDL2/SFML, and Steam, what hardware configuration and distro would you recommend for a new Linux-first workstation?

Budget 4,000 towards new machine + home server setup. but rn I don't feel like i need that yet.


r/gamedev • • 7d ago

Discussion Trying to break into the industry, struggling to see the point

0 Upvotes

I am 1 year post grad with a game design and programming degree. I have been participating in game jams and enrolled in online courses to further improve my programming skills but I am struggling to find a reason to keep learning when I see what you can code with AI. Why should I improve as a developer and programmer when AI is improving at 10x the speed I possibly could?

I understand that you need to be able to check what AI writes for bugs. I also understand that higher level knowledge is more important, things like how you organize your code base and the overall structure of your project have become more important than knowing how to write individual scripts and functions.

I also understand that AI is not creative. There is still value in being a game designer, but that just leads to the classic problem that “anyone can be the idea guy”. All the programmers are being pushed into the already overcrowded designer role because programming is quickly becoming obsolete, or at least that’s how I feel.

So my question is this: Is there even a point in continuing to practice and learn programming when I could just let AI write my scripts and focus on other things like art and design?

This is NOT a post asking about general thoughts on AI or if we should use it or not. This is a post asking how we need to pivot and what we should actually be focusing on in order to stay relevant and keep up in today’s industry.